Blender right now does many things, sometimes even better than
specialized programs, however those functionalities are hard to access
to anybody who isn't already familiar with Blender (or has RTFM, which
is rare).
I recommend people to use Blender to edit videos, for example, but when
they open i
On 02/08/2016 03:48 PM, Todor Imreorov wrote:
> Then its very easy to make a bunch of desktop entries for the installer. It
> would however add the task to create an icon for each layout
How about using the Blender icon and a smaller icon released under a
free license on the bottom right? For exam
On 02/10/2016 11:52 AM, Todor Imreorov wrote:
> These layout presets are just a click away anyways. I would be ok if
> blender had numerous icons in the start menu - kind of like an office suit,
> but it might be a bit annoying to have many launchers in its build zip.
I was thinking more about Fre
After reading the thread about FBX, I realized that since Blender is
free software, it would be good if it encouraged using free formats
instead of proprietary ones like FBX, which are always going to require
time-consuming reverse engineering efforts.
I know at least two engine-independent format
On 02/10/2016 01:23 PM, Keith Boshoff wrote:
> I'm speaking from a Unity perspective and the chances of them including
> other mesh formats in the near future are slim to none (Though I'm still
> going to nag them about it). I'm pretty sure the same is true for Unreal,
> Crytek, Lumberyard and defi
On 02/10/2016 02:00 PM, Vicente Carro wrote:
> If Blender is really thinking about an industry/pipeline oriented release
> then this discussion makes no sense. FBX is shit but we need it.
>
> Vicente
https://www.khronos.org/gltf
Under "Industry Support for glTF". It seems like the industry cares
On 02/10/2016 02:46 PM, Vicente Carro wrote:
> They are talking about the future. Most of the comments are in future
> tense, mentioning "the future" or that they are collaborating with the
> "development". And please don't get me wrong, I completely agree that
> Blender should support at least one
On 02/10/2016 03:00 PM, David Fenner wrote:
> I think this is unfare. Blender lives because of it's users. Think about
> how many studio pipelines depend on blender fbx export to unity.
It seems like Blender is very important for both studios and Unity. How
much money did studios donate to Blende
On 02/10/2016 03:35 PM, Campbell Barton wrote:
> Unity3D funded the original FBX exporter,
> see: https://www.blender.org/about/credits/
That's good to know, and I can appreciate that.
Have they been contributing to it since then? I think it would be in
their interest to hire someone to work speci
On 02/10/2016 04:44 PM, Ton Roosendaal wrote:
> A crowd-funder for 1 feature only is very risky. What precisely do we define
> to fund? Who would crowdfund a developer to just fix bugs and maintenance for
> 2 years? I doubt people would pay for that. I wouldn't even know where to
> find such a c
On 02/12/2016 09:42 AM, Owen Hogarth II wrote:
> Would there be anyone against using the pixar USD format:
> http://graphics.pixar.com/usd/
>
> After looking at it, it seems pretty robust, the format is open like what
> was said previously and best of all it looks like it can fit right on top
> of
Are there any practical advantages to integrating Assimp ([0]) into
Blender? How good are Blender's importers/exporters compared to Assimp's?
I think one benefit would be to allow other developers not interested in
Blender to contribute to things Blender needs (like FBX, COLLADA and
glTF support),
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